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Problems

Started by aj4life16, November 26, 2007, 10:21:30 AM

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aj4life16

Quote from: catwhowalksbyhimself on December 03, 2007, 05:19:40 AM
To put it another way, one must learn to crawl before one can walk.  You're still working on moving your feet in unison, yet you're trying to run marathons.  It ain't going to work, friend.
I am just stuck on the basic things.   :lol:

Anyway I will work on the problems after a lie down.

But why are people jumping over the FX thing. I only asked where I put it. I am not even interested in it yet.  :lol:

aj4life16

>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1196711187.281000
Starting Height Check module 1.4
Starting System Utilities 1.4
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\battle.py executed
>>> OnReceiveSelectedEnemies(('custom_vil_0', ))
try to spawn custom_vil_0
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_CITY'
initialising FFX: skirmish=1
numberStr=46
storing hero_0: id_1,-46
! GetMapInfo
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
addArrow _sk_arrow _skcustom_vil_001 0 0
initAttribsForChar: working on _skcustom_vil_001 (hyperion (sp))
initAttribsForChar (hyperion (sp)): looking at attribute superhuman
execInitAttrib: init vulnerability attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init invulnerable2 attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init acrobatic attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init telepathy attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init flier attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
initAttribsForChar (hyperion (sp)): looking at attribute invulnerable34
execInitAttrib: init invulnerable3 attribute inside ['invulnerable34', 'invulnerable3', 'invulnerable4'] combo
    on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
execInitAttrib: init invulnerable4 attribute inside ['invulnerable34', 'invulnerable3', 'invulnerable4'] combo
    on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
initAttribsForChar (hyperion (sp)): looking at attribute fastflier
execInitAttrib: init fastflier attribute
    on _skcustom_vil_001 of template custom_vil_0 (hyperion (sp))
initAttribsForChar: working on hero_0 (apollo)
initAttribsForChar (apollo): looking at attribute superhuman
execInitAttrib: init vulnerability attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init invulnerable2 attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init acrobatic attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init telepathy attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init flier attribute inside ['superhuman', 'vulnerability', 'invulnerable2', 'acrobatic', 'telepathy', 'flier'] combo
    on hero_0 of template custom_template_46 (apollo)
initAttribsForChar (apollo): looking at attribute invulnerable34
execInitAttrib: init invulnerable3 attribute inside ['invulnerable34', 'invulnerable3', 'invulnerable4'] combo
    on hero_0 of template custom_template_46 (apollo)
execInitAttrib: init invulnerable4 attribute inside ['invulnerable34', 'invulnerable3', 'invulnerable4'] combo
    on hero_0 of template custom_template_46 (apollo)
initAttribsForChar (apollo): looking at attribute fastflier
execInitAttrib: init fastflier attribute
    on hero_0 of template custom_template_46 (apollo)
initAttribsForChar (apollo): looking at attribute solarpowered
execInitAttrib: init solarpowered attribute
    on hero_0 of template custom_template_46 (apollo)
solar powered characterhero_0 has base energy 4
initAttribsForChar (apollo): looking at attribute metabolic
execInitAttrib: init metabolic attribute
    on hero_0 of template custom_template_46 (apollo)
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
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>>> for c in getAllHeroes(): datfiles.ShowHero(GetCharacterData(c))
                name : apollo
            charName : apollo
            isCustom : 1
    BaseTemplateName : generic_hero
            strength : 6
               speed : 6
             agility : 4
           endurance : 6
              energy : 4
                 VID :
                  AI : CGenericHero
                 NIF : library\characters\Apollo\character.nif
            material : 0.0
                mass : 96.0
                skin : standard
    activeAttributes : 5
characterAttributes : ['superhuman', 'invulnerable34', 'fastflier', 'solarpowered', 'metabolic']
    objectAttributes : ['mass', 'material', 'complex', 'ffx1', 'ffx2']
      movementRadius : 0.0
               class : GAME_OBJ_HERO
              CSBase :
                  XP : 0
                  CP : 0
         powerLevels : {'punch': 1, 'solar punch': 1, 'oak fist': 1, 'solar vision': 1, 'swift punch': 1, 'haymaker': 1, 'door ': 1, 'smash': 1}
             complex : 1039.0
       powers.keys() : ['punch', 'solar punch', 'oak fist', 'solar vision', 'swift punch', 'haymaker', 'door ', 'smash']
punch:
PowerName = punch
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee_5
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = none
Knockback = low
RangeMin = long
RangeMax = 6
Accuracy = medium
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
solar punch:
PowerName = solar punch
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
oak fist:
PowerName = oak fist
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = high
animation = melee_spunch
FX = order_punishment
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = high
RangeMin = long
RangeMax = 6
Accuracy = medium
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
solar vision:
PowerName = solar vision
PowerType = PT_RANGED
SubType = PT_ATTACK_SUBTYPE_BEAM
EPCost = medium
animation = ranged_2
FX = aff_eyebeam_yellow
Magnitude = medium
DamageType = PT_DAMAGE_FIRE
Speed = very fast
Stun = low
Knockback = none
RangeMin = short
RangeMax = long
Accuracy = very high
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
swift punch:
PowerName = swift punch
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = medium
animation = melee_8
FX = supercollider_massivepunch
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = medium
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
haymaker:
PowerName = haymaker
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = low
animation = melee_3
FX = manowar_gaff
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = medium
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
door :
PowerName = door
PowerType = PT_SPECIAL
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = medium
animation = melee
FX = microwave_teleportself
Magnitude = none
DamageType = PT_DAMAGE_PIERCE
Speed = slow
Stun = none
Knockback = none
RangeMin = short
RangeMax = long
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_TELEPORT_SELF
MaxInstances = 0
AttackFlags =
notForCustom = 0
smash:
PowerName = smash
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee_6
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = medium
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
>>> for c in getAllBaddies(): datfiles.ShowHero(GetCharacterData(c))
                name : hyperion (sp)
            charName : hyperion (sp)
            isCustom : 1
    BaseTemplateName : generic_hero
            strength : 6
               speed : 6
             agility : 4
           endurance : 6
              energy : 3
                 VID :
                  AI : CZeroCost
                 NIF : library\characters\Hyperion Supremeverse\character.nif
            material : 0.0
                mass : 80.0
                skin : standard
    activeAttributes : 4
characterAttributes : ['superhuman', 'invulnerable34', 'fastflier']
    objectAttributes : ['mass', 'useVoice', 'mock', 'material', 'complex']
      movementRadius : 0.0
               class : GAME_OBJ_HERO
              CSBase :
                  XP : 0
                  CP : 0
         powerLevels : {'hammer crush': 1, 'melee': 1, 'condemnation': 1, 'flaming fist': 1, 'dancing whirlwind': 1, 'haymaker': 1, 'beam': 1, 'fueled punch': 1}
             complex : 1064.0
                mock : 1.0
            useVoice : 1.0
       powers.keys() : ['hammer crush', 'melee', 'condemnation', 'flaming fist', 'dancing whirlwind', 'haymaker', 'beam', 'fueled punch']
hammer crush:
PowerName = hammer crush
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = low
animation = melee_7
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = low
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
melee:
PowerName = melee
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = none
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
condemnation:
PowerName = condemnation
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee_3
FX = order_spin
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = none
Knockback = low
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
flaming fist:
PowerName = flaming fist
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = none
animation = melee_5
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = low
Knockback = none
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
dancing whirlwind:
PowerName = dancing whirlwind
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = low
animation = melee_4
FX = default_punch
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = fast
Stun = low
Knockback = low
RangeMin = long
RangeMax = 6
Accuracy = medium
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
haymaker:
PowerName = haymaker
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = high
animation = melee_8
FX = default_punch
Magnitude = high
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = none
Knockback = high
RangeMin = long
RangeMax = 6
Accuracy = very low
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
beam:
PowerName = beam
PowerType = PT_RANGED
SubType = PT_ATTACK_SUBTYPE_BEAM
EPCost = medium
animation = ranged_4
FX = aff_xbeam_red
Magnitude = medium
DamageType = PT_DAMAGE_FIRE
Speed = very fast
Stun = low
Knockback = low
RangeMin = short
RangeMax = long
Accuracy = very high
Radius = none
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_ENEMIES_ONLY
notForCustom = 0
fueled punch:
PowerName = fueled punch
PowerType = PT_MELEE
SubType = PT_ATTACK_SUBTYPE_NONE
EPCost = low
animation = melee_6
FX = default_punch
Magnitude = medium
DamageType = PT_DAMAGE_CRUSH
Speed = very fast
Stun = low
Knockback = none
RangeMin = short
RangeMax = long
Accuracy = medium
Radius = small
SpecialType = PT_SPECIAL_NONE
MaxInstances = 0
AttackFlags = PT_ATTACK_KNOCKBACK_SELF PT_ATTACK_MELEE_AREA
notForCustom = 0


GogglesPizanno

I may be totally wrong here, but after a quick glance, it looks like your characters have invulnerable attributes on them. Invulnerable is one of those attributes that if not used in moderation (like the lowest level one) makes characters way to tough to damage. A lot of players actively go out of their way to NOT use invulnerable attributes because of how one sided it makes a character.

It may work ok for a character like Galactus or some uber-mega-super character, but for just regular heroes it makes them way too hard to damage at all -- which I think was one of your main issues.

Try removing the Invulnerable attribute on each of the characters and see if that helps.

If you need to add some kind of invulnerable-like defense, its often best to use a passive defense power instead (created in the powers section). Makes it more balanced.

aj4life16

I will try him without it.

stumpy

That's definitely the issue with him not taking damage. Both Hyperion and Apollo have 60 points of invulnerability (10 through superhuman and another 50 through invulnerable34. Someone has to do massive damage to get through that.

Remember that high damage starts at 15 points and extreme at 30. Those may be modified by other factors, but, roughly speaking, a character with 30 points of invulnerability will take no damage half the time from an extreme attack. Very few characters should be above that level, and then you can't be surprised when many opponents can't touch them. (And, they might not be much fun to play...)

BTW, you can check your post to see how the code tags work.

aj4life16

Yeah that done it. He still manages to knock out WWH but its cool.  :P

Superman has 75 invulnerability, 10 in how well he takes damage, and classic superhuman. But is still easier to knock out.  lol

Thanks.

I suck at making her files for everyone but the people I downlaod from don't have enough moves or base theyre characters differently than I do.

Like Superman is stronger than Black Adam. So to make that fair I give BA 8 and Supes 9. So i do a bit of editing and it tends to mess up.  :o

Hey how do you get rid of the double life thing. I mean when the character loses all his left then the bar fills up one more time. Its kinda annoying.

BTW Apollo just beat Hyperion. How accurate is that would you say lol.

catwhowalksbyhimself

QuoteI suck at making her files for everyone but the people I downlaod from don't have enough moves or base theyre characters differently than I do.

You're just learning how to properly ballance things, that's all.  I can understand wanted to really use the invulnerability attribute, but now you know the consenquences of doing so.

QuoteHey how do you get rid of the double life thing. I mean when the character loses all his left then the bar fills up one more time. Its kinda annoying.

Well, that's how the invuln attribs work.  You can't actually reduce damage by scripting, but you can measure how much was taken and then give some of it back.

stumpy

With the latter, I actually thought he was referring to the AI-controlled character's use of hero points in the Rumble Room. I could be wrong, though.

aj4life16, if that's what you meant, it is an attempt by the AI to use a hero point to restore health when the character is low, just like you might do if you were playing the character and his health got low enough that he might be KOed. If you want to turn it off, I think there are two ways.

First, most obviously, you can design those heroes with no hero point (give them the UNHEROIC attribute).

Second, I think you can change an option in one of the AI config files. I actually don't recall what that is, but someone probably does.

(Frankly, I like the characters to use hero point remedies. To me, it makes it more like playing against a human opponent.)

catwhowalksbyhimself

You're probably right, Stumpy. I forgot about that.  I remember the first time I say an AI use one.  It's just a matter of removing one line from the AI itself, but it's better that he not mess with that now.

Besides, you can use Hero points, why shouldn't the AI characters?

Panther_Gunn

Or, he can just lower the Difficulty setting when he's in the Rumle Room, to keep them from using the Hero Point (at least, that's the way it works for FF1).

aj4life16

Its just hero restore or whatever.

I don't mind it that much its just in computer matches that are really long. Then they heal themselevs and they have full health again.

Anyway if there is a A.I file hat does it for everyone and someone knew it would be apreciatewd.

Oh yeah the laser eye beams don't work. I forgot that.

But I don't generally use the health restore for myself.

Lunarman

What do you mean by Laser eye beams don't work?

Can you explain in more detail?

Is it that they do no damage, don't have, and Anim, or something else?

stumpy

Quote from: aj4life16 on December 03, 2007, 08:48:17 PMOh yeah the laser eye beams don't work. I forgot that.

On the eye beam problem, what exactly goes wrong? If this is for the Apollo character, do you mean the "Solar Vision" power? Does the FX look right when you look at that power in the in-game character editor? Does Hyperion's Beam power work? If neither works, then maybe EZFX is not installed properly? If you are talking about a different character and different power, it might be helpful to do what you did with Apollo and Hyperion and take the character with Laser Eye Beams into the RR, get his ShowHero() info and post the log again so we can see what power you are talking about.

Otherwise, describe what happens when you control the character and right click on something and attack it with his Solar Vision power. Be specific. Does he just stand there? Does it make any difference if he attacks an enemy or an inanimate object (like a building)?

If the power works fine except when he is in the Rumble Room as an enemy, how do you know the power isn't working? In other words, how do you know he was going to use it? (The AI not choosing to use a power is not the same thing as the power not working....)

aj4life16

I click to use the power and they just stand there. No fuss no muss just stand there.

Same with Superman etc but Supes can use Ice breath.

stumpy

And...? The other questions...?


aj4life16

Well theres not much to reply. In rumble mod I control him click to do the move. He doesn't do anything. I assume I have the things required but I don't know.

stumpy

Jeez, this is like pulling teeth! Look at my post above. There are several questions there, the answers to which I think may be helpful in figuring out what is going on.

aj4life16

Well it turns out its for most projectiles because Mr fantastic doesn't stretch out far away, he just stands there.

What they look like in the editor, I will have to check.

stumpy

 :doh: One thing at a time.

BTW, my best guess (until you can open the game and look at the character editor and respond to the questions about who had what power, etc.) is that you don't have EZFX installed. So, the HERO files you are using have their characters' powers designed to use FX that you don't have.

You might check that by going to the base game folder, then to Data\Art\library\fx\generic. There should be a bunch of folders there that start with aff_, of which aff_eyebeam_yellow should be one. If it's not there, you probably didn't install EZFX, and, if the character you were talking about was Apollo and the power was his "Solar Vision" which uses that FX, then that's your trouble, or at least where to start.

BTW, if all that's the case, then you probably will want to get EZFX from the "Mods and Goodies" page at http://www.alexff.com/.

If that's not the issue, then it may still be helpful to know the answers to the other questions.

aj4life16

My data doesn't have art libary etc.

BTW is there a thread which gives you links to sites with Freedom Force downloads, not just like Alexes, personnel sites where to get things? I could use one of them.

stumpy

There are a zillion downloads for the game. I don't think there is one place with a list of all of them. Lots of people have links to their stuff in their signatures. When you browse the forums, you will get to know who creates what kind of content for the game. For some things, there are compiled lists of where things may be found, like the master mesh list for meshes.

Using the search tool will be a big help in tracking down add-ons for the game.

Since you don't have the art folders, I am pretty sure you don't have EZFX 6.0 installed. Grab it from Alex' site and some of your FX-related issues will probably go away.

aj4life16

I will reply to the rest later but I meant characters for download lol.

Lunarman

I'm fairly sure this is just missing FX.

Have you downloaded and installing EZFX? just as stumpy said above, that's where your problem lies.

GogglesPizanno

This thread feels like watching an episode of Abbot and Costello.... :D

stumpy

Quote from: GogglesPizanno on December 04, 2007, 09:23:38 AMThis thread feels like watching an episode of Abbot and Costello.... :D

So true!!

bat1987

Quote from: GogglesPizanno on December 04, 2007, 09:23:38 AM
This thread feels like watching an episode of Abbot and Costello.... :D

Post of the month  :D

catwhowalksbyhimself

QuoteThis thread feels like watching an episode of Abbot and Costello.... biggrin

Pretty much, only it's far less amusing if you have to play Abbot all the time.

aj4life16

Yeah thanks...

Anyway my only problem now is trying to get them to stop healing themselves. Its annoying as hell. I don't do it and neither should they.

stumpy

Since no one who knows has piped up on the AI hero point issue, it's likely that the people who are familiar with this aren't following this thread. I suggest four workarounds.

(Note that ..\ffx3\Missions\Scripts\ refers to a folder under your base game folder.)

1) Change the characters. Edit the characters to have the UNHEROIC attribute. It can be by itself or in a combo. In other words, if the character already has his five attribute slots taken up, you can pick one of the combo attributes he has and add it there.

As an example of adding to a combo attribute, find the attribute in the file ..\ffx3\Missions\Scripts\ffxmulti.py, and add ,'unheroic' to the end of that combo list. (Note the comma.) For example, if the character has the combo attribute CLASSIC SUPERHUMAN, then open ..\ffx3\Missions\Scripts\ffxmulti.py in Notepad, find the line that looks like
['superhuman','vulnerability','invulnerable2','acrobatic','telepathy','flier'],
and change it to
['superhuman','vulnerability','invulnerable2','acrobatic','telepathy','flier','unheroic'],

2) Ask in another forum. Post a note to another forum like Mods (since this is related to FFX 3.2) and hope that one of the AI experts knows a solution. I would suggest a post with a descriptive title like "FFX 3.2 AI Question: Can one Disable hero point / remedy use in AI heroes?" And perhaps message content something like:
QuoteI would like to make it so that the characters controlled by the M25 AI in the FFX 3.2 Rumble Room do not use their hero point remedies to heal themselves. Is there a variable or setting in one of the files that would allow me to accomplish this?

If so, I would appreciate help on which file to edit and what line to change. I am new at this.

Thanks.

3) Edit each character's individual AI profile. If you have run the characters through the M25 AI generator Rumble Room session (which is a good idea) then they will each have a file called hero_name.m25ai (where hero_name is the name of your hero's name) in your HERO files folder (see the Game FAQ if you don't know where that is).

(If you haven't run them through the AI generator, then this won't work because their AI profile will be generated on the fly and I don't want to muck with the code that does that.)

If you open those files in Notepad, you will see that the ones for characters that use their hero points will have a line in them that looks like
'TUseRemedy()',
change that line to
## 'TUseRemedy()',
for each hero file you don't want using a hero point. Note that you will have to do it again if you run the characters through the AI Generator again.
If you want to stop the built-in characters from using their hero points, you can do the same thing in the ..\ffx3\Missions\Scripts\m25aidata.py file, where it will appear once for each character listed.

4) Use a tool to edit all of the characters' AI profiles. If you want to stop the behavior for all characters that have been run through the AI generator, I have written a little tool you can run from the console that will do it for all of those heroes.

Open Notepad and copy-paste all of the following there.
# stopremedies.py,  2007 stumpy

import os
import os.path
import datfiles
import string

def RemoveAllRemedies():
    # do custom heroes
    custompath = os.path.join(datfiles.GetWinTempPath(),'custom','heroes')
    customaifiles = map(lambda f,cp=custompath: os.path.join(cp,f),filter(lambda f: f[-6:]=='.m25ai', os.listdir(custompath)))
    for aifile in customaifiles:
        f = open(aifile,'r')
        aidata = f.readlines()
        f.close()
        changed = 0
        newaidata = ''
        for line in aidata:
            if ( line[0]!='#' ) and ( string.find(line,'TUseRemedy')>=0 ):
                newaidata = newaidata + '##' + line
                changed = 1
                print 'stopremedies.RemoveAllRemedies: commenting out Remedy behavior for character AI file <%s>' % os.path.basename(aifile)
            else:
                newaidata = newaidata + line
        if changed:
            f = open(aifile,'w')
            f.write('%s' % newaidata)
            f.close()
    # do built-in heroes
    aifile = os.path.join(datfiles.GetModPath(),'Missions','Scripts','m25aidata.py')
    f = open(aifile,'r')
    aidata = f.readlines()
    f.close()
    newaidata = ''
    changed = 0
    for line in aidata:
        if ( line[:2] == "['" ) and ( line[-3:] == "',\n" ):
            character = line[2:-3]
        if ( line[0]!='#' ) and ( string.find(line,'TUseRemedy')>=0 ):
            newaidata = newaidata + '##' + line
            changed = 1
            print 'stopremedies.RemoveAllRemedies: commenting out Remedy behavior for built-in character <%s>' % character
        else:
            newaidata = newaidata + line
    if changed:
        f = open(aifile,'w')
        f.write('%s' % newaidata)
        f.close()

def RestoreAllRemedies():
    # do custom heroes
    custompath = os.path.join(datfiles.GetWinTempPath(),'custom','heroes')
    customaifiles = map(lambda f,cp=custompath: os.path.join(cp,f),filter(lambda f: f[-6:]=='.m25ai', os.listdir(custompath)))
    for aifile in customaifiles:
        f = open(aifile,'r')
        aidata = f.readlines()
        f.close()
        changed = 0
        newaidata = ''
        for line in aidata:
            if ( line[:2]=='##' ) and ( string.find(line,'TUseRemedy')>=0 ):
                newaidata = newaidata + line[2:]
                changed = 1
                print 'stopremedies.RemoveAllRemedies: uncommenting Remedy behavior for character AI file <%s>' % os.path.basename(aifile)
            else:
                newaidata = newaidata + line
        if changed:
            f = open(aifile,'w')
            f.write('%s' % newaidata)
            f.close()
    # do built-in heroes
    aifile = os.path.join(datfiles.GetModPath(),'Missions','Scripts','m25aidata.py')
    f = open(aifile,'r')
    aidata = f.readlines()
    f.close()
    newaidata = ''
    changed = 0
    for line in aidata:
        if ( line[:2] == "['" ) and ( line[-3:] == "',\n" ):
            character = line[2:-3]
        if ( line[:2]=='##' ) and ( string.find(line,'TUseRemedy')>=0 ):
            newaidata = newaidata + line[2:]
            changed = 1
            print 'stopremedies.RemoveAllRemedies: uncommenting out Remedy behavior for built-in character <%s>' % character
        else:
            newaidata = newaidata + line
    if changed:
        f = open(aifile,'w')
        f.write('%s' % newaidata)
        f.close()

Save the file in the  ..\ffx3\Missions\Scripts\ folder as  "stopremedies.py". (Be sure to use the quotation marks when saving in Notepad, or it will add a .txt to the end of the filename, which is not what you want.)

Then, after you have run your characters through the AI generator, open the game console and enter the following two lines, one at a time:
import stopremedies
stopremedies.RemoveAllRemedies()


You would have to run those two lines again if you run characters through the AI generator again.

aj4life16

Uh individually. Screw that.

I will give it another read later know.

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